added shaders, but ran into performance issues. will need refactor
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+29
-25
@@ -6,7 +6,9 @@
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#include "helpers.cpp"
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#include "shaders/shader.cpp"
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#include "shaders/colorshader.cpp"
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#include "shaders/gradientshader.cpp"
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// #include "shaders/gradientshader.cpp"
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#include "shaders/hgradientshader.cpp"
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#include "shaders/vgradientshader.cpp"
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namespace UwU {
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// Buffer object - can be a wayland surface or a virtual buffer
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@@ -32,34 +34,36 @@ namespace UwU {
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uint16_t stride;
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void drawPixel(Coord2 coord, Color color) {
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if (color.a == 0) {return;}
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size_t i = (size_t)coord.y * stride + (size_t)coord.x * 4;
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uint8_t b0 = pixels[i + 0];
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uint8_t g0 = pixels[i + 1];
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uint8_t r0 = pixels[i + 2];
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uint8_t b = Helpers::lerp8(b0, color.b, color.a);
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uint8_t g = Helpers::lerp8(g0, color.g, color.a);
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uint8_t r = Helpers::lerp8(r0, color.r, color.a);
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pixels[i + 0] = b; // B
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pixels[i + 1] = g; // G
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pixels[i + 2] = r; // R
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// uint8_t b0 = pixels[i + 0];
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// uint8_t g0 = pixels[i + 1];
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// uint8_t r0 = pixels[i + 2];
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// uint8_t b = Helpers::lerp8(b0, color.b, color.a);
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// uint8_t g = Helpers::lerp8(g0, color.g, color.a);
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// uint8_t r = Helpers::lerp8(r0, color.r, color.a);
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pixels[i + 0] = color.b; // B
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pixels[i + 1] = color.g; // G
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pixels[i + 2] = color.r; // R
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pixels[i + 3] = 0xff; // A
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return;
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}
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void drawPixelShader(uint16_t x, uint16_t y, uint16_t u, uint16_t v, Shader& shader) {
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size_t i = (size_t)y * stride + (size_t)x * 4;
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uint8_t b0 = pixels[i + 0];
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uint8_t g0 = pixels[i + 1];
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uint8_t r0 = pixels[i + 2];
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Color newColor = shader.color(u, v);
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uint8_t b = Helpers::lerp8(b0, newColor.b, newColor.a);
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uint8_t g = Helpers::lerp8(g0, newColor.g, newColor.a);
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uint8_t r = Helpers::lerp8(r0, newColor.r, newColor.a);
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pixels[i + 0] = b; // B
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pixels[i + 1] = g; // G
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pixels[i + 2] = r; // R
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pixels[i + 3] = 0xff; // A
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return;
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}
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// void drawPixelShader(uint16_t x, uint16_t y, Shader& shader) {
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// Color newColor = shader.color(x, y);
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// if (newColor.a == 0) {return;}
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// size_t i = (size_t)y * stride + (size_t)x * 4;
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// // uint8_t b0 = pixels[i + 0];
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// // uint8_t g0 = pixels[i + 1];
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// // uint8_t r0 = pixels[i + 2];
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// // uint8_t b = Helpers::lerp8(b0, newColor.b, newColor.a);
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// // uint8_t g = Helpers::lerp8(g0, newColor.g, newColor.a);
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// // uint8_t r = Helpers::lerp8(r0, newColor.r, newColor.a);
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// pixels[i + 0] = newColor.b; // B
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// pixels[i + 1] = newColor.g; // G
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// pixels[i + 2] = newColor.r; // R
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// pixels[i + 3] = 0xff; // A
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// return;
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// }
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};
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}
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